Vampires (3.5e Race)

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Vampires are undead creatures that use their fangs to feast on the blood of the living. Vampires can either be born through the coupling of two vampires or made by being bitten by another vampire. They hate sunlight and cannot function properly when around it. Under cover of darkness however, the vampires gain many traits and should not be underestimated.

Vampires tend to be very solitary, unless in the company of other vampires. They can work with the living if they need to. They may be accustomed to the finer things in life but coming from an old-world, they are a bit out of touch with society and modern tendencies. They are ambitious, snob and also quite foul-mouthed and act like everyone, humans, elves, dwarves etc are their vassals and nothing more. Their favourite hobbies are manipulating the mortals, planning world domination and dancing.

A Vampire needs to fulfill his thurst by sucking blood from a mortal's neck every 24 hours, or else he is going to have a penalty which will effect his armor class reducing it by 2, his base land speed reducing it by 10 and his attack roll reducing it by 2. If the vampire doesn't suck any blood for 10 days in a row he will die.

-3 Strength, +2 Dexterity, +2 Charisma, +2 Intelligence, -2 Constitution: Vampires are fast hunters, and have accumulated a wealth of knowledge with their longevity, but with their slim builds their hit points and strength suffer.

Reducing a vampires hitpoints to below 0 incapitates it but does not kill it. If it is not defeated with a *special* silver weapon it will rise again at half hitpoints in 2d6 rounds.

Blood lust (Ex). : Vampires can feed upon an opponent, Npc, or freshly killed body three times per day, with a successful touch attack to recover 2d8 Hit points + their Cha modifier dealing 3d4 Hit point damage.

Low-Light vision(Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.

Spider climb(Ex): Vampires are treated as if they have the spider climb feat, which allows them to climb up sheer surfaces.

Gaseous Form (Ex):The subject and all its gear become insubstantial, misty, and translucent for as long as they want or until they get hit 3 times with any kind of attack. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.

A gaseous creature can’t run, but it can fly at a speed of 20 feet (maneuverability perfect).

Summon swarm(Ex): Vampires can summon a swarm of bats, rats or spiders as a standard action four times per day.

Animal form(Ex): Vampires can turn into a dire bat once per day for 20 minutes or until someone hits them, giving them +10 speed, +4 AC, but making them unable to land any kind of attack/spell, except *Blood Lust.

+5 on performance rolls and bluff.

Favored Class: Wizard/Sorcerer.

If the character was turned into a vampire, he may keep his prior racial benefits.

Vampires will die if they are in direct sunlight for too long, (five rounds).